Setting Specific Rules

We’ll be using most of the core Savage Worlds rules, with the following custom rules.

Languages

Characters begin the game with a number of languages equal to half their Smarts die. Characters must first select the language(s) associated with their race. For example, a Duros character with a d6 Smarts knows three languages: Basic, Durese and another of the player’s choice. Languages aren’t rated by dice, and it’s assumed a hero speaks the language fluently enough to hold a conversation.

Once play begins, a character may learn a new language by spending an Advance. Note that raising a hero’s Smarts dies does not automatically grant a new language.

Species

Human
•Languages: Basic
•Versatile (+2): Humans are very adaptable. They receive one free Edge.

Chiss
•Languages: Basic and Cheunh
•Thermal Vision (+1): Many Chiss have the ability to see in the infrared spectrum, which functions as Low Light Vision.
•Outsider (-1): In general, the Chiss keep to themselves in their Chiss Ascendancy. Among a galaxy of aliens everywhere the Chiss make quite an impression. He suffers all the effects of the Minor Hindrance Outsider.

And one of the following:
•Intelligence ( +2): Chiss are naturally bright and intelligent. They may begin with a d6 in Smarts.
•Skilled ( +2): Chiss culture stresses excellence in what one does. They may gain a free d6 in any two skills.

Droid
•Languages: Basic and Binary.
•Construct (+2): +2 to recover from Shaken, no Wound penalties, not affected by poison, diseases or mind effects. No damage from stun weapons.
•Mechanical (-1): No natural or magical healing works -– droids must be fixed instead using Repair. Droids take full non-lethal damage from Ion weapons.
•Property (-1): Although sentient, most droids have owners. They are considered second-class beings and suffer -2 Charisma (as per the Outsider Hindrance) when dealing with non-droids.
•Force Blind (-1): Droids cannot take Arcane Background (Force). They are still subject to its powers and effects.

And any combination of the following to reach a total of +2:
•Hardened Chassis ( +2): Droids are made of metal, not flesh. Add +1 to Toughness each time this is selected.
•Purpose-Built Programming (-2): As per the Young Hindrance, droids may start with only 3 points for attributes (not 5), and 10 skill points (not 15).

Duros
•Languages: Basic and Durese
•Spacefaring Culture (+2): Duros start with a free d6 in Knowledge (Galaxy) and Piloting.
•Frail (-2): Duros start with a -1 to Toughness

And one of the following:
•Intelligent (2): A Duros may start with a d6 in his Smarts.
•Agile (
2): A Duros may start with a d6 in Agility.
•Natural Pilot ( +2): Operating vehicles comes rather naturally to the Duros. Duros may start with the Ace Edge.

Ssi-Ruk
•Languages: Basic and Ssi-ruuvi.
•Natural Armor (2): A ssi-ruuk has tough scales. Add +1 to Toughness.
•Keen Smell (
1): A ssi-ruuk detect prey with their scent tongues in their noses, especially the target’s emotional state. +2 to Notice when using olfactory senses.
•Prone to Panic (-2): Ssi-ruuk delay when confronted with mortal danger, especially in non-consecrated areas.
•Force Blind (-1): Ssi-ruuk cannot take Arcane Background (Force). They are still subject to its powers and effects.

And one of the following based on caste:
•Green (2): Green ssi-ruu are the worker caste, bred for brawn. They begin with a d6 in Strength.
•Blue (
2): Blue ssi-ruu are perceptive and ambitious nobles. They begin with a d6 in Smarts.
•Gold (2): Gold ssi-ruu are the religious caste. They begin with a d6 in Spirit.
•Yellow (
2): Yellow ssi-ruu study the sciences and operate technology. They receive the Mr. Fix-It Edge for free.
•Red (2): Red ssi-ruu are physically powerful jungle predators and dominate the military. They receive the Command Edge for free.
•Black (
2): Black ssi-ruu are the assassins and spies. They receive the Assassin Edge for free.
•Brown (+2): Interbreeding among the castes results in ssi-ruu with dull brown scales, but it leads to interesting talents. Select any one free Edge.

Skills

Computer (Smarts) Replaces Lockpicking
Allows using computers and other digital technology. From hacking, looking for a file, decrypting a coded datapad, unlocking a keypad, programming a droid and finding a place on a starship computer without a astromech droid and making piloting rolls when no route data is stored.

Force (Spirit)
This skill represents your understanding of the Force, and how to manipulate it, or understand it desires and follow them. This skill is used to activate the Force powers, and it can be used to achieve minor Force feats. A character with Force skill can make the following actions.
•Sense the Force: The character concentrates on feeling the flow of the Force around him noticing changes in it. The character may notice places or persons strong in the Force on a successful roll, on a Raise he may pinpoint the place where the disturbance came or understand the overall level of Force connection of someone.
•Sense Danger: All Force users have limited precognition. By spending a Power Point, the character may defend against ranged attacks as if they were melee attacks (Parry instead of TN 4).
•Sense Life: The same way the character feels The Force, he may feel it in living beings. On a successful roll he may know if someone is around in a medium burst around him, ignoring cover or hiding. On a Raise he senses living beings on a large burst around him and senses exactly how many there are. It only works on living beings. Droids and characters invisible to the force cannot be perceived. This ability cannot pinpoint the exact location of someone, just if they are near.
•Search your Feelings: A character may make a roll to determine if a course of action will have a favorable outcome. It takes one minute to use this skill this way. This only shows near future repercussions and not the long term consequences of your actions.
•Move Objects: The character may attempt to move and manipulate small, light objects up to 2 kg per Success and Raise. The range for this skill is Spirit. More massive objects require Power Points using the Telekinesis power.
•Hear My Thoughts: The character may send brief thoughts to others. Only a short word or idea may be sent at one time. Things like “Danger!”, “Help!”, “It’s a Trap!” The difficulty is increased by the distance to the receptor of the thought.

Hindrances

Dark Side Taint (Minor or Major)
Requirements: Arcane Background (Force); may only be taken at character creation

The character begins the game with the presence of the Dark Side. A Minor Dark Side Taint corrupts just one of your Power Points as [Dark Side]. A Major Dark Side Taint corrupts three.

Edges

Background Edges

Arcane Background (Force)
•Requirements: Novice
•Arcane Skill: Force (Spirit)
•Starting Power Points:_ 10
•Starting Powers: 3
Force sensitives learn how to tap into the Force, manipulating energy and matter with their thoughts.

Combat Edges

Fan Shot
•Requirements: Seasoned, Shooting d10
Gunslingers can “fan shot” when using one-handed ranged energy weapons. The hero can make a fan shot to shoot three times in a round at a -2 penalty. Innocent bystanders are hit on a roll of 1-2.

Lightsaber Forms
Lightsaber Forms are combat styles taught by the Jedi, each suited for different circumstances. In game terms, they are specialized Combat Edges. You may learn more than one, but may benefit only from the effects of one every round. Changing styles is a free action at the beginning of each round.

Form I (Shii-Cho) “The Determination Form”
•Requirements: Novice, Arcane Background (Force), Fighting d4
The basic form taught to padawans. This two-handed style emphasizes strong defense and precise strikes to end the fight quickly.
•Effect: +1 Parry and ignore up to -2 penalty for called shots

Form II (Makashi) “The Contention Form”
•Requirements: Novice, Arcane Background (Force), Fighting d6
Created to duel other lightsaber wielders and single opponents. It consists of quick, elegant and fluid moves. It relies on parries, quick cuts and feints as well as precise footwork.
•Effect: +2 Parry, +2 Fighting rolls, -2 Damage

Form III (Soresu) “The Resilience Form”
•Requirements: Novice, Arcane Background (Force), Fighting d6
Developed to counter blaster fire. It is the most defensive form, being excellent for those with extreme patience.
•Effect: You may defend against ranged attacks as if they were melee attacks (Parry instead of TN 4) without spending a Power Point and you can ignore any Ganging Up bonuses

Form IV (Ataru) “The Aggression Form”
•Requirements: Seasoned, Arcane Background (Force), Fighting d8, Acrobat
An aggressive form that relies on fast, powerful strikes and acrobatic moves. Its practitioners are always on the offensive attacking with strong, quick swings.
•Effect: Extra attack at -2 (as per the Frenzy Edge), may spend Bennies on damage rolls, -2 Parry

Form V (Shien/Djem So) “The Perserverance Form”
•Requirements: Seasoned, First Strike, Lightsaber Form III (Soresu)
Developed by practitioners of Soresu that felt that the defensive form would unnecessarily extend time spent in combat by forcing its users to wait for an opportunity to strike, rather than creating their own openings. Shien is focused on returning the blaster fire at its origin. Djem So incorporates a parry into a swift attack.
•Effect: When a ranged energy attack misses, you may reflect the attack back. Make a Fighting roll at -2 vs TN 4. A success causes damage as per the initial energy attack. Once per round, you receive a free Fighting attack at -2 against an opponent who failed in a Fighting attack.

Form VI (Niman) “The Moderation Form”
•Requirements: Novice, Arcane Background (Force), Fighting d6
Niman attempts to balance all elements of lightsaber combat, combining the techniques from forms I-V into a less intensely demanding combat style.
•Effect: +1 Parry, -2 to be hit by ranged attacks, +1 Fighting rolls, -1 Damage

Form VII (Juyo/Vaapad) “The Ferocity Form”
•Requirements: Seasoned, Fighting d10, Lightsaber Form IV (Ataru)
Vicious and unpredictable, this style is more than a fighting style; it is a state of mind that either embraces the Dark Side or probes its Edges (called the Vaapad style by Jedi practitioners), requiring the user to enjoy the fight, and relish the satisfaction of winning.
•Effect: Adds +2 to Fighting, -2 Parry, adds +2 damage for each Power Point expended, teaches throwing of lightsabers

Professional Edges

Adept, Champion, Holy/Unholy Warrior, Mentalist, Wizard
These Edges do not apply to the Star Wars universe.

Bounty Hunter
•Requirements: Novice, Tracking d6, Streetwise d6
The term “bounty hunter” refers to a private agent who tracks people or items down for money. They’ve developed something of an unsavory reputation in the galaxy as fortune-seekers who will turn their own parents for money. Bounty Hunters get a +2 to Tracking and Intimidation rolls.

Gadgeteer, Mr. Fix It
Arcane Background (Weird Science) is not required to take these Edges.

Jedi Padawan
•Requirements: Novice, Arcane Background (Force), Code of Honor Hindrance
You have received training in the ways of the Jedi. You add +2 to your Force rolls. You receive Lightsaber Form I: Shii-Cho for free.

Jedi Knight
•Requirements: Seasoned, Jedi Padawan, Knowledge (Force) d6, Fighting d8
Having passed the Trials of Knighthood and constructed your own lightsaber, you are now a full-fledged Jedi Knight. You receive a bonus of 5 Power Points. In addition, your lightsaber is considered a Trademark Weapon (+1 to Fighting). This bonus disappears if the weapon is replaced, lost or destroyed.

Jedi Master
•Requirements: Veteran, Jedi Knight, Knowledge (Force) d8, Fighting d10
The title of Jedi Master is the highest formal rank obtainable by a member of the Jedi Order. Reserved for those who have shown exceptional devotion and combat skill as well as balance in the Force. A Jedi Master can pick any two Force Powers that they know – those Powers now can be performed without the use of Power Points.

Slicer
•Requirements: Smarts d6, Computer d8
Slicers gain +2 to Computer and +2 Repair (when fixing computers). Also gain +2 to Investigation when using a computer.

Scout
•Requirements: Survival d8, Vigor d6
Scouts gains +2 Survival and don’t suffer penalties to their Pace for terrain. In addition, they roll a d10 when running.

Thief
Substitute Computer for Lockpicking.

Weird Edges

Dark Side Scourge
•Requirements: Arcane Background (Force), no Power Points aligned to [Dark Side]
Against any being with Dark Side Power Points, you deal extra damage equal to your Spirit die.

The Force

Force-sensitive characters — those with the Arcane Background (Force) Edge — tap into the Force with Power Points. These Power Point start aligned with the Light Side.

In addition, characters may tap into an additional source of power by calling upon raw emotion –- the Dark Side. This ability allows a force user to convert one Benny into 10 temporary Dark Side Power Points. This pool diminishes by one per hour if not used.

Each time a Dark Side Power Point is used or dissipates, the character makes a Spirit roll. Each failure changes one Power Point in a character’s normal pool to align with the Dark Side. Once a character’s pool of Power Points is completely aligned to the Dark Side, the character becomes a villain (until the character undergoes a possible redemption).

The following are Force powers for Star Wars: Dark Times. If a power is labeled as [Light Side] or [Dark Side], the Power Points must be aligned to the respective side of the Force to work.

ABSORB ENERGY
•Rank: Seasoned
•Power Points: 1
•Range: Self
•Duration: Instant
Absorb the energy from a blaster shot with your hand or body. Absorb Energy allows the user to negate or even convert damage from ranged energy weapons into health or power. If you are hit by a ranged energy attack roll your Spirit vs. the damage from the attack. Failure means the attack damages you normally. A success means you negate the damage and a Raise means you absorb the damage, healing yourself of 1 wound, 1 fatigue or recover 1 Force Power point.

BATTLE MIND
•Rank: Novice
•Power Points: 2
•Range: Touch
•Duration: 3 (1/round)
Concentrate in what you want to strengthen, and then extend your hands over your target. This allows you to increase one of your traits or that of a single target. Works just like Boost Trait, except you cannot lower traits. A success raises the target trait by one die type, a Raise boost it 2 die types (e.g. from d4 to d8).

BATTLE STRIKE
•Rank: Seasoned
•Power Points: 2
•Range: Self
•Duration: 3 (1/round)
Weapon or fists glow with the power of the Force. Battle strike allows you to imbue your weapon with the Force making it more powerful. Works like the Smite power, but only on your own melee weapon. A success adds +2 to weapon damage, and a Raise adds +4 to weapon damage. Weapons imbued by this power can deflect lightsabers, functioning as cortosis weapons.

CHAOS [Dark Side]
•Rank: Seasoned
•Power Points: 2 or 4
•Range: Medium Burst Template
•Duration: Instant
You open your arms as an invisible force throws enemies violently in all directions. The power functions as havoc in all respects, except that is centered on you.

COMMUNE [Light Side]
•Rank: Heroic
•Power Points: 5
•Range: Self
•Duration: 1 minute
Allows you to probe the living Force to find a spirit whose consciousness has survived after death. The power functions as divination in all respects.

CONTROL PAIN
•Rank: Novice
•Power Points: 2
•Range: Self
•Duration: 3 (1/round)
The Force fills you with will to continue despite your injuries. Control Pain allows you to ignore penalties due to wounds. On a success you ignore 1 point of Wound penalties. On a Raise ignore 2 points of Wound penalties.

DAMPEN
•Rank: Veteran
•Power Points: 3
•Range: Self
•Duration: 1 hour
You concentrate to repel the Force from you and your surroundings. Force Dampen allows you to negate the Force in you and around you, making you invisible to Force Sensitive characters and resistant to Force Powers. This functions as Arcane Resistance. On a raise, it functions as Improved Arcane Resistance.

DARK PRESENCE [Dark Side]
•Rank: Novice
•Power Points: 2
•Range: Spirit
•Duration: Instant
You project a baleful aura at your enemies, causing fear. The power functions as fear except for the range difference.

DARK RAGE [Dark Side]
•Rank: Novice
•Power Points: 3
•Range: Self
•Duration: 3 (1/round)
You use your inner feelings of rage and hatred to help you fight. Dark Rage uses hatred, fear, revenge as its fuel to increase your ability to fight and withstand pain. While Dark Rage is active you gain +2 Fighting, +2 Toughness, ignore wound and fatigue penalties and become immune to mind effects and tricks. You can still be taunted and you suffer -2 Parry. When Dark Rage ends, you suffer one fatigue level (none if a Raise).

DRAIN ENERGY [Dark Side]
•Rank: Heroic
•Power Points: 3
•Range: Spirit
•Duration: Instant
Channel the Dark Side and drain the will and energy from the target. The power functions as drain power points except that it also works against power sources.

DRAIN KNOWLEDGE [Dark Side]
•Rank: Seasoned
•Power Points: 4
•Range: Spirit
•Duration: 1 (1/round)
You can drain specific memories, granting you access to a field of knowledge. The power functions as warrior’s gift except that it also applies to Professional and Social Edges.

ENHANCE SENSES
•Rank: Novice
•Power Points: 1
•Range: Self
•Duration: 3 (1/round)
Through the Force you extend your senses and see and hear beyond your capability. Enhance Senses allows you to increase your perceptions to see and hear beyond normal capacity. On a success gain +2 to Notice rolls, on a Raise the bonus increases to +4.

ENLIGHTEN [Light Side]
•Rank: Novice
•Power Points: 1
•Range: Spirit
•Duration: Instant
You reach out to an ally telepathically, sharing visions of the near future to give the ally an edge or protect the ally from harm (as per the Prescience power). The target receives a +2 bonus on his next roll.

FARSEEING
•Rank: Seasoned
•Power Points: 3
•Range: Self
•Duration: 1 (1/round)
You close your eyes and concentrate. Farseeing allows you to see another place, where someone you know is right now. You can see around them and follow them, Make a Force roll modified by distance. People in areas where the Force is nullified cannot be seen.

FORCE CLOAK
•Rank: Novice
•Power Points: 2
•Range: Self
•Duration: 3 (1/round)
Will the Force to surround you and protect you from harm. The power functions as deflection in all respects. It also shields you from electronic surveillance.

FORCE GRIP [Dark Side]
•Rank: Novice
•Power Points: 3
•Range: Spirit
•Duration: 1 (1/round)
You extend your hand and choke the air, while your target floats nearby choking. Force Grip allows you to grapple the throat of your enemies and crush it, suffocating and killing them. If your Force use is successful you inflict 2d6 initial damage and grapple your target. Every turn afterwards that you maintain the power you inflict your Spirit in damage as you crush the larynx. Your target may attempt to escape by making an Strength roll against your Spirit. On a Success he is free, and on a Raise he is free and may act normally that turn. You may move up to your pace while maintaining this power, but cannot make any other action. If you are shaken or wounded, you lose the grapple on your target.

FORCE LIGHTNING [Dark Side]
•Rank: Seasoned
•Power Points: 2
•Range: Cone Template
•Duration: Instant
Raw lightning comes out of your fingers bathing your targets in deadly crackling energy. The power functions as burst in all respects.

FORCE PUSH
•Rank: Seasoned
•Power Points: 2
•Range: Cone Template
•Duration: Instant
You push the air, forcing objects back, allowing you to knock down your enemies. The power functions as pummel in all respects.

FORCE SCREAM [Dark Side]
•Rank: Novice
•Power Points: 2-6
•Range: Medium Burst Template
•Duration: Instant
You utter a scream that shatters glass, bones and souls. Anyone in the burst must make a Vigor roll or suffers 2d6 sonic damage. For double the Power Point cost, you may increase the damage to 3d6 or increase the range to a Large Burst Template. For triple the points, it does both.

FORCE STORM [Dark Side]
•Rank: Seasoned
•Power Points: 4
•Range: Small Burst Template
•Duration: 3 (2/round)
You use the Force to create a swirling whirlwind of dark side energy around yourself. The power functions as damage field except for its range.

FORCE STUN
•Rank: Seasoned
•Power Points: 2
•Range: Medium Burst Template
•Duration: Instant
You open your arms as an invisible force shakes the enemies around you. The power functions as stun in all respects, except that is centered on you.

FORCE WALL
•Rank: Seasoned
•Power Points: 1/section
•Range: Spirit
•Duration: 3 (1 per section/round)
Create a barrier using the force to shield against attack. The power functions as barrier in all respects.

MIND READ
•Rank: Novice
•Power Points: 3
•Range: Spirit
•Duration: 1
Instead of sending a psychic message, take it from their mind. The power functions as mind reading except that it is an opposed Spirit vs. target’s Smarts.

LEVITATE
•Rank: Veteran
•Power Points: 3/6
•Range: Self
•Duration: 3 (1/round)
You can float up or down without assistance. The power functions as fly except that it does not apply to additional targets.

MALACIA [Light Side]
•Rank: Novice
•Power Points: 1
•Range: Smarts x 2
•Duration: Instant
You create dizziness and nausea by disrupting your target’s equilibrium. The power functions as confusion in all respects.

MASK
•Rank: Seasoned
•Power Points: 3-5
•Range: Self
•Duration: 10 minutes (1/10 minutes)
You can use the Force to hide your true appearance. The power functions as disguise except for its range.

MIND SHARD [Dark Side]
•Rank: Novice
•Power Points: 1 per wound
•Range: Smarts
•Duration: Instant
You use the Force to splinter the mind of the target, wracking it with pain. Wound inflicts 2d6 damage on a success. You can cause up to three wounds in one round. By doubling the Power Point cost you may increase the damage to 3d6 per wound.

MIND TRICK
•Rank: Novice
•Power Points: 3
•Range: Smarts
•Duration: Instant
A wave of the hand and a well placed word. Mind trick allows you to make an unbelievable suggestion, as long as it does not threaten the welfare of the target. Make an opposed Force vs. Spirit roll. On a success, the target believes your lie or follows your suggestion as if it were his idea. You may also make small auditory illusions that distract your target. Make a Force roll, on success your target is distracted (all rolls at -2, -4 with Raise) for one round.

PAWN OF THE SITH [Dark Side]
•Rank: Veteran
•Power Points: 3
•Range: Spirit
•Duration: Instant
You override the target’s mind, forcing it to perform any desired action. The power functions as puppet in all respects.

PHASE
•Rank: Heroic
•Power Points: 5
•Range: Self
•Duration: Instant
You can pass through solid objects, such as walls and doors. The power functions as intangibility except that it only applies to you.

PRESCIENCE
•Rank: Novice
•Power Points: 1
•Range: Self
•Duration: Instant
The Force grants you a flash of insight in your actions. You receive a +2 bonus on your next roll.

SEVER FORCE [Light Side]
•Rank: Veteran
•Power Points: 5
•Range: Smarts x 2
•Duration: 3 (2/round)
Allows you to sever temporarily a target’s connection to the Force. This is an opposed roll of Force vs. Spirit. If successful the target cannot spend Bennies or use Force Powers for the duration.

SHADOW
•Rank: Seasoned
•Power Points: 5
•Range: Self
•Duration: 3 (1/round)
You can bend the light around your body, rendering yourself invisible to anyone looking in your direction. The power functions as invisibility except that it does not apply to additional targets.

SURGE
•Rank: See text
•Power Points: See text
•Range: Self
•Duration: 3 (2/round)
Surge allows you to become a blur of superhuman speed and agility. •Running, Novice, 1 Power Point: Success doubles pace, a raise makes running a free action negating the -2 running penalty.
•Jumping, Novice, 2 * Power Points: Each success and raise equals a jump 2’’ (4 meters) vertically.
•Quickness, Seasoned, 4 * Power Points: Two actions per turn with no penalty, on raise also discard initiative card of 8 or lower and redraw.

SLOW
•Rank: Seasoned
•Power Points: 1
•Range: Smarts x 2
•Duration: 3 (2/round)
You wave your hand and your target’s reflexes become impaired. Slow deters enemies from following you or to keep them at firing distance. The power functions as slow in all respects.

TELEKINESIS
•Rank: Novice
•Power Points: 5
•Range: Smarts
•Duration: 3 (1/round)
Concentrate, wave your hand and grab an object in your mind. The power functions as telekinesis in all respects with the addition of the following special use:
•Disarm: Characters may attempt to pull an object from a target’s grip. Targets may resist with a opposed Strength roll versus the Force roll. If the Force roll is successful, the weapon is ripped from the target’s hand and may be moved up to the character’s Smarts in inches.

VITAL TRANSFER [Light Side]
•Rank: Novice
•Power Points: 3
•Range: Touch
•Duration: Instant
You put your hands over the wounds and they seem to heal miraculously. Vital Transfer allows you to heal wounds of others, by using the power of the living Force. The power functions as healing except that you cannot use this power on yourself.

Setting Specific Rules

Star Wars: Dark Times jroberts96